Search
Search results

Purple Phoenix Games (2266 KP) rated Fire in the Library in Tabletop Games
Feb 11, 2020
My main job currently is working in an academic library. I have lots of different responsibilities to handle. So when I heard about a game with a title, “Fire in the Library,” I knew we HAD to play it. What employee wouldn’t want to play a game where the game ends once your workplace inevitably burns down? Imagine my giddiness as I learned this game and set it up for the first time.
Fire in the Library is a push-your-luck card game that rewards players for pushing their luck well beyond their comfort zones… but as with all push-your-luck games, defeat is also imminent.
DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T
To setup, each player will choose a player color, place their Libreeple (I think it’s Libreeple anyway) near the scoring track, and take the corresponding Player Reference Card. The Library will next be built from sequential Library Cards. The Library is a group of individual decks of cards arranged in a 2×2 pattern, and the card fronts create a lovely picture of the Library. Add all cubes of five different colors to the Library Bag (keeping aside 10 red “fire” cubes). Shuffle the Tool Cards deck, deal each player two Tool Cards, place the top three Tool Cards face-up next to its deck to form the Tool Card Market. Shuffle the Turn Order Cards per the player count rules in the rulebook, deal one to each player, and the game can begin!
Phase One of the game is Choosing Turn Order. Once the turn order has been established (just for the first round – after that, the player who is in last place will choose which Turn Order Card they would like to use for the round) the 1st Player will move onto Phase Two. Yes, Choosing Turn Order is an entire phase by itself. This becomes more important once I explain Tool Cards a little later.
Phase Two is the meat of the game. It is split into two sections, but they flow so nicely into each other. The active player consults their Turn Order Card to understand how many book cubes they would like to pull from the bag, thus “saving” them from the impending fire. The Turn Order Cards will have blank square spaces for “safe” areas, and spaces with fire icons in “risky” spaces. More points can be scored by placing cubes into the risky spaces, but also is more dangerous. You see, a player can pull out a red fire cube from the bag and still choose to continue to pull cubes, assuming the red cube is placed on a safe space on their card. But pull a second fire cube and their turn is immediately over. However, pulling just one red cube and having to place it in a risky space ends the turn immediately. A player can choose to stop pulling cubes at any time and earn the rewards on the Turn Order Card printed directly below the last cube placed as well as the points for each book saved, which are the large numbers printed on the Library Cards (the 2×2 grid with the picture of the Library). These rewards from the Turn Order Card could be merely a Tool Card (under safe spaces), or it could result in points on the scoreboard (under risky spaces). Even if a player busts with the red cubes, they will be able to take a Tool Card as consolation. If the active player did not bust and voluntarily stopped pulling cubes, they add their points for the turn and adjust their Libreeple accordingly. On the other hand, if a player had to end their turn due to pulling red fire cubes, then the fire spreads!
When the Fire Spreads all the books that the active player had thought they saved are burned (returned to the bag). These lost books will also cause the fire to burn down portions of the Library that match the colors of the cubes pulled. Remove the top cards for each of these cubes from the Library. Sometimes this will reveal a printed fire icon on the revealed Library cards. Every time a fire icon is revealed in this way, one of the red cubes that was set aside at setup will be added to the Library Bag – thus increasing the ratio of fire to safe books in the bag.
Phase Three is called “After Scoring.” Every Tool Card in the deck will have an icon printed to show when it can be played during a turn (check the Reference Card). The Tool Cards can be played during Choosing Turn Order, Saving Books, Fire Spreading, and After Scoring.
Once all players have had their turn for the round, a portion of the Library will burn. Remove the appropriate card (according to the rulebook). All players will have a chance to discard one of their Tool Cards and replace it with a Tool Card from the top of the deck. When complete, a new round begins. Play continues in this fashion until a section of the Library is revealed with an icon signifying the end of the game. Players will have one last round to earn as many points as— I mean, save as many books as they can.
Components. There’s a lot going on in this game, and the components are really really good. First, the game box is one of those awesome magnetic boxes (like Biblios) that unfolds and reveals the score tracker. The Libreeples are normal meeple fare, the cubes are normal cube fare, and the Library Bag is one that is loved by Guy Fieri (probably). The cards are great quality and feature really amazing artwork by Katie Khau and Beth Sobel. Overall, the components are wonderful and we really enjoyed playing with them.
As you can tell from our score, we genuinely enjoyed this game. The push-your-luck mechanic is so central to the game and the Tool Cards help to mitigate frustrating pulls, or help to manipulate other areas of the game, and we love both of those aspects. All in all, Fire in the Library is a truly enjoyable experience, and one that I find myself thinking about outside of game night. I cannot wait to play again, and hopefully save more books. I would suggest adding this to my workplace library’s board game collection, but I don’t want any students getting any great ideas… Purple Phoenix Games gives this one a hot hot hot 15 / 18. Check it out for a different take on push-your-luck, where you actually care about what you’re doing. Oh, and of course I won – I work in a college library.
Fire in the Library is a push-your-luck card game that rewards players for pushing their luck well beyond their comfort zones… but as with all push-your-luck games, defeat is also imminent.
DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T
To setup, each player will choose a player color, place their Libreeple (I think it’s Libreeple anyway) near the scoring track, and take the corresponding Player Reference Card. The Library will next be built from sequential Library Cards. The Library is a group of individual decks of cards arranged in a 2×2 pattern, and the card fronts create a lovely picture of the Library. Add all cubes of five different colors to the Library Bag (keeping aside 10 red “fire” cubes). Shuffle the Tool Cards deck, deal each player two Tool Cards, place the top three Tool Cards face-up next to its deck to form the Tool Card Market. Shuffle the Turn Order Cards per the player count rules in the rulebook, deal one to each player, and the game can begin!
Phase One of the game is Choosing Turn Order. Once the turn order has been established (just for the first round – after that, the player who is in last place will choose which Turn Order Card they would like to use for the round) the 1st Player will move onto Phase Two. Yes, Choosing Turn Order is an entire phase by itself. This becomes more important once I explain Tool Cards a little later.
Phase Two is the meat of the game. It is split into two sections, but they flow so nicely into each other. The active player consults their Turn Order Card to understand how many book cubes they would like to pull from the bag, thus “saving” them from the impending fire. The Turn Order Cards will have blank square spaces for “safe” areas, and spaces with fire icons in “risky” spaces. More points can be scored by placing cubes into the risky spaces, but also is more dangerous. You see, a player can pull out a red fire cube from the bag and still choose to continue to pull cubes, assuming the red cube is placed on a safe space on their card. But pull a second fire cube and their turn is immediately over. However, pulling just one red cube and having to place it in a risky space ends the turn immediately. A player can choose to stop pulling cubes at any time and earn the rewards on the Turn Order Card printed directly below the last cube placed as well as the points for each book saved, which are the large numbers printed on the Library Cards (the 2×2 grid with the picture of the Library). These rewards from the Turn Order Card could be merely a Tool Card (under safe spaces), or it could result in points on the scoreboard (under risky spaces). Even if a player busts with the red cubes, they will be able to take a Tool Card as consolation. If the active player did not bust and voluntarily stopped pulling cubes, they add their points for the turn and adjust their Libreeple accordingly. On the other hand, if a player had to end their turn due to pulling red fire cubes, then the fire spreads!
When the Fire Spreads all the books that the active player had thought they saved are burned (returned to the bag). These lost books will also cause the fire to burn down portions of the Library that match the colors of the cubes pulled. Remove the top cards for each of these cubes from the Library. Sometimes this will reveal a printed fire icon on the revealed Library cards. Every time a fire icon is revealed in this way, one of the red cubes that was set aside at setup will be added to the Library Bag – thus increasing the ratio of fire to safe books in the bag.
Phase Three is called “After Scoring.” Every Tool Card in the deck will have an icon printed to show when it can be played during a turn (check the Reference Card). The Tool Cards can be played during Choosing Turn Order, Saving Books, Fire Spreading, and After Scoring.
Once all players have had their turn for the round, a portion of the Library will burn. Remove the appropriate card (according to the rulebook). All players will have a chance to discard one of their Tool Cards and replace it with a Tool Card from the top of the deck. When complete, a new round begins. Play continues in this fashion until a section of the Library is revealed with an icon signifying the end of the game. Players will have one last round to earn as many points as— I mean, save as many books as they can.
Components. There’s a lot going on in this game, and the components are really really good. First, the game box is one of those awesome magnetic boxes (like Biblios) that unfolds and reveals the score tracker. The Libreeples are normal meeple fare, the cubes are normal cube fare, and the Library Bag is one that is loved by Guy Fieri (probably). The cards are great quality and feature really amazing artwork by Katie Khau and Beth Sobel. Overall, the components are wonderful and we really enjoyed playing with them.
As you can tell from our score, we genuinely enjoyed this game. The push-your-luck mechanic is so central to the game and the Tool Cards help to mitigate frustrating pulls, or help to manipulate other areas of the game, and we love both of those aspects. All in all, Fire in the Library is a truly enjoyable experience, and one that I find myself thinking about outside of game night. I cannot wait to play again, and hopefully save more books. I would suggest adding this to my workplace library’s board game collection, but I don’t want any students getting any great ideas… Purple Phoenix Games gives this one a hot hot hot 15 / 18. Check it out for a different take on push-your-luck, where you actually care about what you’re doing. Oh, and of course I won – I work in a college library.

Purple Phoenix Games (2266 KP) rated Unmatched: Cobble & Fog in Tabletop Games
Mar 19, 2021
You know when you read a rulebook and you just know you are going to love the game? This was me whilst reading the rulebook for Unmatched: Cobble & Fog. I will go into more detail why I enjoy the game near the end of my review, but just know, I loved it from the start.
In Unmatched: Cobble & Fog (which I will be calling Unmatched from here) players will be taking on the roles of either Dracula and his Sisters, Sherlock Holmes and Dr. Watson, Invisible Man, or Dr. Jekyll and Mr. Hyde in a battle to the death to claim victory in this, “Who would win in a fight”-style skirmish fighting game. The last hero standing wins, so as one of my favorite characters in literary history says, “The game is afoot.”
DISCLAIMER: Even though this review is for the Cobble & Fog version of Unmatched, the rules are the same throughout the entire Unmatched family of games. I have the original Unmatched: Battle of Legends, Vol. 1 and it plays exactly the same. I prefer the characters in this version, so that’s why I am reviewing it specifically. -T
To setup, the players will choose which side of the board they wish to play and set it on the table. Next, players will choose their hero and gather all accoutrements associated with their choice. All heroes come with a deck of 30 action cards, a mini of their figure, a character card, at least one health dial (more if their sidekicks have more than one health point), and some characters will have sidekicks that have tokens, or tokens for other reasons. The youngest player places their mini on the space with the number 1 on the board, and then the rest of the players place theirs on subsequently-numbered spaces. Players shuffle their decks of action cards and draw five cards for their first hand.
On a turn a player may take two actions from the choice of: Maneuver, Scheme, Attack. When a player chooses to Maneuver they will draw a card into their hand, then move the amount of spaces noted on their character card (typically two spaces). These movement values may be boosted by also discarding additional cards for their boost value and adding it to the number of spaces moved.
All action cards will specify which character may use it for attack, defense, or Scheme action. These Scheme cards have a lightning bolt icon on them to indicate that they are played face-up to the table, resolved, and then discarded.
Finally, if a melee-based character is positioned adjacent to an opponent, or if a ranged character is in the same zone as an opponent, they may Attack said opponent. To Attack, the active player declares which opponent will be attacked, and each player involved will choose cards from their hands to use in the battle. The attacking player will need to use attack or versatile (either used for attack or defense) cards to try to inflict damage, while the defending player will need to play defense or versatile cards in defense. The difference of the values printed on the cards will determine which character wins the battle and if health points are to be deducted from the health dial.
Many cards will have action instructions that trigger either immediately during battle or even after the battle concludes. Resolve these actions when appropriate and try to stay on your feet.
Play continues in this fashion of moving around the board to gain cards or using the cards to scheme or attack/defend. The winning player is they who survives at the end and vanquishes all foes on the board.
Components. I love everything about the components in this game. The box is great. The insert is really incredible and well thought out. The cards are great quality and the game features spectacular art all around. The minis are cool and luckily are fitted inside colored bases to remind players which mini is theirs. The sidekick tokens are excellent thick plastic and color-matched to the bases of their hero counterparts. The board is nice and double-sided, and all the rest of the cardboard components are excellent.
It’s no secret here – I absolutely love this game. I have always been a big fan of Sherlock Holmes, and this set also includes other interesting characters to play. Each one is highly unique in style and that’s one of the reasons I am so intrigued by this system. I say system because this is not the only game in the Unmatched family. As of today the Unmatched system boasts all of these as playable characters from different sets: King Arthur, Alice, Medusa, and Sinbad from the “Battle of Legends, Vol 1” set; Robert Muldoon and raptors from the “Jurassic Park, InGen vs Raptors” set; the “Robin Hood vs Bigfoot” set; Bruce Lee; and Buffy, Spike, Willow, and Angel from the “Buffy the Vampire Slayer” set in addition to these here. I know more Jurassic Park sets are on the horizon, and I just cannot wait to see what other sets will be released in time.
Why do I love this game so much when I am not really a fan of moving and dueling games (I’m looking at you Mage Wars)? In these style of games I feel the movement is unnecessary as I just stand and fight. In this system, the only way to draw more cards from your deck is to enact the Maneuver action. There have been several times where I didn’t necessarily want to initiate a battle, but I saw opponents sitting with no cards in their hand. That means no defense cards can be played. Easy chunks of health taken by picking off the stationary few. Unmatched forces players to move around and I love that. Yes, there are opportunities to unleash giant blows or have double-digit health drops in battle, and that’s just delicious. Also there are times during play where mathing out exactly where to place your mini or sidekick is paramount to lay plans of ambush.
I mentioned earlier that I knew right away I would love this one. Opening the cover of the rulebook sold me immediately. As this set utilizes literary characters found in old timey Europe the game utilizes a period art style as well and I’m still fawning over it. Everything clicks for me and I can now understand why so many people were dying (not literally) to get copies of the game Unmatched is based on, Star Wars: Epic Duels. It is extremely fun and each character is interesting and unique. Purple Phoenix Games gives this one a well-earned GOLDEN FEATHER AWARD! If you need a skirmish style game with excellent theme and art, you must grab this post haste. If you and I fall on the same side of the coin with our gaming preferences you NEED to have this in your collection.
I don’t know how many other sets I will be looking to add to my collection at this point, but I cannot tell you how excited I would be to pit Bigfoot against Bruce Lee. Or King Arthur against Dracula. It just feels epic and wonderful. Great job to the team at Restoration Games. This is a huge win for my collection.
In Unmatched: Cobble & Fog (which I will be calling Unmatched from here) players will be taking on the roles of either Dracula and his Sisters, Sherlock Holmes and Dr. Watson, Invisible Man, or Dr. Jekyll and Mr. Hyde in a battle to the death to claim victory in this, “Who would win in a fight”-style skirmish fighting game. The last hero standing wins, so as one of my favorite characters in literary history says, “The game is afoot.”
DISCLAIMER: Even though this review is for the Cobble & Fog version of Unmatched, the rules are the same throughout the entire Unmatched family of games. I have the original Unmatched: Battle of Legends, Vol. 1 and it plays exactly the same. I prefer the characters in this version, so that’s why I am reviewing it specifically. -T
To setup, the players will choose which side of the board they wish to play and set it on the table. Next, players will choose their hero and gather all accoutrements associated with their choice. All heroes come with a deck of 30 action cards, a mini of their figure, a character card, at least one health dial (more if their sidekicks have more than one health point), and some characters will have sidekicks that have tokens, or tokens for other reasons. The youngest player places their mini on the space with the number 1 on the board, and then the rest of the players place theirs on subsequently-numbered spaces. Players shuffle their decks of action cards and draw five cards for their first hand.
On a turn a player may take two actions from the choice of: Maneuver, Scheme, Attack. When a player chooses to Maneuver they will draw a card into their hand, then move the amount of spaces noted on their character card (typically two spaces). These movement values may be boosted by also discarding additional cards for their boost value and adding it to the number of spaces moved.
All action cards will specify which character may use it for attack, defense, or Scheme action. These Scheme cards have a lightning bolt icon on them to indicate that they are played face-up to the table, resolved, and then discarded.
Finally, if a melee-based character is positioned adjacent to an opponent, or if a ranged character is in the same zone as an opponent, they may Attack said opponent. To Attack, the active player declares which opponent will be attacked, and each player involved will choose cards from their hands to use in the battle. The attacking player will need to use attack or versatile (either used for attack or defense) cards to try to inflict damage, while the defending player will need to play defense or versatile cards in defense. The difference of the values printed on the cards will determine which character wins the battle and if health points are to be deducted from the health dial.
Many cards will have action instructions that trigger either immediately during battle or even after the battle concludes. Resolve these actions when appropriate and try to stay on your feet.
Play continues in this fashion of moving around the board to gain cards or using the cards to scheme or attack/defend. The winning player is they who survives at the end and vanquishes all foes on the board.
Components. I love everything about the components in this game. The box is great. The insert is really incredible and well thought out. The cards are great quality and the game features spectacular art all around. The minis are cool and luckily are fitted inside colored bases to remind players which mini is theirs. The sidekick tokens are excellent thick plastic and color-matched to the bases of their hero counterparts. The board is nice and double-sided, and all the rest of the cardboard components are excellent.
It’s no secret here – I absolutely love this game. I have always been a big fan of Sherlock Holmes, and this set also includes other interesting characters to play. Each one is highly unique in style and that’s one of the reasons I am so intrigued by this system. I say system because this is not the only game in the Unmatched family. As of today the Unmatched system boasts all of these as playable characters from different sets: King Arthur, Alice, Medusa, and Sinbad from the “Battle of Legends, Vol 1” set; Robert Muldoon and raptors from the “Jurassic Park, InGen vs Raptors” set; the “Robin Hood vs Bigfoot” set; Bruce Lee; and Buffy, Spike, Willow, and Angel from the “Buffy the Vampire Slayer” set in addition to these here. I know more Jurassic Park sets are on the horizon, and I just cannot wait to see what other sets will be released in time.
Why do I love this game so much when I am not really a fan of moving and dueling games (I’m looking at you Mage Wars)? In these style of games I feel the movement is unnecessary as I just stand and fight. In this system, the only way to draw more cards from your deck is to enact the Maneuver action. There have been several times where I didn’t necessarily want to initiate a battle, but I saw opponents sitting with no cards in their hand. That means no defense cards can be played. Easy chunks of health taken by picking off the stationary few. Unmatched forces players to move around and I love that. Yes, there are opportunities to unleash giant blows or have double-digit health drops in battle, and that’s just delicious. Also there are times during play where mathing out exactly where to place your mini or sidekick is paramount to lay plans of ambush.
I mentioned earlier that I knew right away I would love this one. Opening the cover of the rulebook sold me immediately. As this set utilizes literary characters found in old timey Europe the game utilizes a period art style as well and I’m still fawning over it. Everything clicks for me and I can now understand why so many people were dying (not literally) to get copies of the game Unmatched is based on, Star Wars: Epic Duels. It is extremely fun and each character is interesting and unique. Purple Phoenix Games gives this one a well-earned GOLDEN FEATHER AWARD! If you need a skirmish style game with excellent theme and art, you must grab this post haste. If you and I fall on the same side of the coin with our gaming preferences you NEED to have this in your collection.
I don’t know how many other sets I will be looking to add to my collection at this point, but I cannot tell you how excited I would be to pit Bigfoot against Bruce Lee. Or King Arthur against Dracula. It just feels epic and wonderful. Great job to the team at Restoration Games. This is a huge win for my collection.

Haley Mathiot (9 KP) rated Snow White & the Huntsman in Books
Apr 27, 2018
You know what I love? Creatively re-told fairy-tales. You know what I hate? Terribly re-told fairy-tales made into crappy movies and then made into a book, written with poor prose. That pretty much summarizes how I feel about this (audio)book.
Let's start with the good:
1. The narrator was excellent. She also read for Daughter of Smoke and Bone, Why We Broke Up, the Iron King, and many other audiobooks. She made even the dullest most pointless sentences, pieces of dialogue, and descriptions sound interesting, and managed to hold my attention most of they way through the audiobook (until I stopped for dinner, and then realized I really didn't want to start listening again.)
2. It was fast-paced. The plot never slowed... but there were parts where the unneeded descriptions seemed to slow down and break the tension, or unnecessary interior monologue broke the mood.
3. The bad guys were very bad, and the good guys were very good. It made it a classic hero-vilan fairy-tale.
Now for the not-so-good:
1. Poor writing. It wasn't Stephenie-Meyer Terrible, but every sentence started with "he..." "she..." "He said," "She felt..." and it felt repetitive and boring. There was no sentence structure besides basic subject-verb-direct object. Also, the adjectives, adverbs, and overall descriptions and vocabulary was boring, expected, and unfeeling.
2. Who names a princess "Snow White?" Really? I can see naming her "Snow" or something, but if you're going to re-tell a fairy-tale, at least give your heroine a name that doesn't stick out like a sore thumb. I realize that this is a complaint about the movie screenplay, not the book adaption... but still. It felt awkward to have all these names like William, Eric, Gus, Anna, Lilly, and... Snow White.
3. The bad guys were soul-less, and the good guys were perfect. Even bad characters have some redeeming value as to why you kind of wish they didn't have to die, but they're bad so you have to kill them. The bad guys in this story were just so bad, there was no way you could not hate them. The good guys were flawless: children obeyed their parents, men saved their women, women sacrificed for their families, and Snow White was a sweet innocent little angel. I'm sorry, but even good guys have a bad side. And if you're perfect, I couldn't care less what happens to you, because I can't relate to you.
So that is, essentially, why I stopped listening to the audiobook halfway through.
Let's start with the good:
1. The narrator was excellent. She also read for Daughter of Smoke and Bone, Why We Broke Up, the Iron King, and many other audiobooks. She made even the dullest most pointless sentences, pieces of dialogue, and descriptions sound interesting, and managed to hold my attention most of they way through the audiobook (until I stopped for dinner, and then realized I really didn't want to start listening again.)
2. It was fast-paced. The plot never slowed... but there were parts where the unneeded descriptions seemed to slow down and break the tension, or unnecessary interior monologue broke the mood.
3. The bad guys were very bad, and the good guys were very good. It made it a classic hero-vilan fairy-tale.
Now for the not-so-good:
1. Poor writing. It wasn't Stephenie-Meyer Terrible, but every sentence started with "he..." "she..." "He said," "She felt..." and it felt repetitive and boring. There was no sentence structure besides basic subject-verb-direct object. Also, the adjectives, adverbs, and overall descriptions and vocabulary was boring, expected, and unfeeling.
2. Who names a princess "Snow White?" Really? I can see naming her "Snow" or something, but if you're going to re-tell a fairy-tale, at least give your heroine a name that doesn't stick out like a sore thumb. I realize that this is a complaint about the movie screenplay, not the book adaption... but still. It felt awkward to have all these names like William, Eric, Gus, Anna, Lilly, and... Snow White.
3. The bad guys were soul-less, and the good guys were perfect. Even bad characters have some redeeming value as to why you kind of wish they didn't have to die, but they're bad so you have to kill them. The bad guys in this story were just so bad, there was no way you could not hate them. The good guys were flawless: children obeyed their parents, men saved their women, women sacrificed for their families, and Snow White was a sweet innocent little angel. I'm sorry, but even good guys have a bad side. And if you're perfect, I couldn't care less what happens to you, because I can't relate to you.
So that is, essentially, why I stopped listening to the audiobook halfway through.

Rachel King (13 KP) rated Danny The Dragon "Meets Jimmy" in Books
Feb 11, 2019
The first thing I noticed about the book when I picked it up was the gold sticker on the cover that stated "Best Books AWARD FINALIST- USA Book News," and my first thoughts were, "Wow, this book must be really something." The picture on the cover featured a detailed illustration of a dragon, a boy, and smaller creature that looked vaguely like a frog. The illustration of the dragon is quite unique in that it is covered in multi-colored spots and mismatched stripes and wears a yellow-and-blue backpack and red tennis shoes. One of the opening pages shows two quotes, one from the author and one from the illustrator, discussing briefly how they both came to put together this book. The illustrations for the story itself are large, colorful, and fill the wide two-page spread, providing plenty for my two-year-old daughter to stare at and study. I did find it strange that there was no actual title page, but I suppose that would have been redundant.
The boy's name is Jimmy, and his sister's name is Sally, and both children and the dragon are polite and well-mannered throughout the story, using "Please" and "Thankyou" and helping Mom and Dad clean up both the beach supplies at the beginning of the story and the dishes after supper. The smaller green creature from the cover pops out of the green and white seashell with Danny the Dragon, and we are informed his name is Skipper and that he is Danny's navigator, but not what kind of creature he is. Danny explains that water will make him shrink back to fit inside the shell, and a lack of water causes him to come out of the shell as he grows big, which brings to mind the small toys that expand when placed in water (only opposite). All of the characters in the story are articulate and kind to each other, and there is nothing about the story that would be considered scary or bad, which is quite appropriate for the 4 to 8 year-old age group that the book is intended for. The story even promotes healthy eating, as the family has homemade vegetable soup for supper. The book is quite obviously set up for at least one sequel, as at the ending when Jimmy asks Danny where he came from and where has he been, Danny politely answers, "I will tell you some other time. For now it is bedtime. Goodnight - pleasant dreams."
The boy's name is Jimmy, and his sister's name is Sally, and both children and the dragon are polite and well-mannered throughout the story, using "Please" and "Thankyou" and helping Mom and Dad clean up both the beach supplies at the beginning of the story and the dishes after supper. The smaller green creature from the cover pops out of the green and white seashell with Danny the Dragon, and we are informed his name is Skipper and that he is Danny's navigator, but not what kind of creature he is. Danny explains that water will make him shrink back to fit inside the shell, and a lack of water causes him to come out of the shell as he grows big, which brings to mind the small toys that expand when placed in water (only opposite). All of the characters in the story are articulate and kind to each other, and there is nothing about the story that would be considered scary or bad, which is quite appropriate for the 4 to 8 year-old age group that the book is intended for. The story even promotes healthy eating, as the family has homemade vegetable soup for supper. The book is quite obviously set up for at least one sequel, as at the ending when Jimmy asks Danny where he came from and where has he been, Danny politely answers, "I will tell you some other time. For now it is bedtime. Goodnight - pleasant dreams."

Phillip McSween (751 KP) rated Mission: Impossible (1996) in Movies
Feb 18, 2019
Great Start to An Awesome Series
I remember seeing this trailer for the first time during a Super Bowl. As an eleven-year-old, this trailer had everything I wanted, jaw-dropping action left and right. When I finally saw the movie, I was slightly underwhelmed. I liked it, sure, but I didn’t expect to have to do so much damn thinking. As I got older, the more I watched the film, the more I liked it. Its overall appeal still holds strong today.
After being framed for killing his entire team, agent Ethan Hunt (Tom Cruise) must get to the bottom of who did it and why while escaping prosecution at the same time.
Acting: 10
Beginning: 9
Pretty solid opener as you get to see Agent Hunt performing his job for the first time. I love what director Brian DePalma did with this first scene as he gives you just enough to get you intrigued. It wasn’t perfect as it leaves you with a couple questions you hope get answered, but it definitely gets the job done.
Characters: 10
Hunt is a young agent who is just as agile as he is cunning. You can tell this guy really knows how to control a room. He leads a diverse group of characters with their own set of skills and their own respective problems. I enjoyed these characters because each of them seemed like they could shake your hand one minute and stab you in the back the next. You had no idea who to trust. They keep the story fresh and interesting.
Cinematography/Visuals: 10
Conflict: 10
Genre: 9
Memorability: 10
Pace: 10
Plot: 9
This is definitely a movie you have to pay attention to as I alluded earlier. There were times where I had to remind myself of things that had happened earlier since they now fit more into the story. The temporary confusion kept this category out of perfection, but I will say that everything does eventually get revealed before it’s all said and done.
Resolution: 10
Overall: 97
Mission: Impossible has a timeless appeal that hasn’t seem to have gotten old yet. Even though it’s the first, I still have it ranked up there as one of the best. If you’ve decided to give this series a try, do yourself a favor and start here, then skip the second (awful and zero relevance to the rest of the series), and head straight for the third. You’ll thank me.
After being framed for killing his entire team, agent Ethan Hunt (Tom Cruise) must get to the bottom of who did it and why while escaping prosecution at the same time.
Acting: 10
Beginning: 9
Pretty solid opener as you get to see Agent Hunt performing his job for the first time. I love what director Brian DePalma did with this first scene as he gives you just enough to get you intrigued. It wasn’t perfect as it leaves you with a couple questions you hope get answered, but it definitely gets the job done.
Characters: 10
Hunt is a young agent who is just as agile as he is cunning. You can tell this guy really knows how to control a room. He leads a diverse group of characters with their own set of skills and their own respective problems. I enjoyed these characters because each of them seemed like they could shake your hand one minute and stab you in the back the next. You had no idea who to trust. They keep the story fresh and interesting.
Cinematography/Visuals: 10
Conflict: 10
Genre: 9
Memorability: 10
Pace: 10
Plot: 9
This is definitely a movie you have to pay attention to as I alluded earlier. There were times where I had to remind myself of things that had happened earlier since they now fit more into the story. The temporary confusion kept this category out of perfection, but I will say that everything does eventually get revealed before it’s all said and done.
Resolution: 10
Overall: 97
Mission: Impossible has a timeless appeal that hasn’t seem to have gotten old yet. Even though it’s the first, I still have it ranked up there as one of the best. If you’ve decided to give this series a try, do yourself a favor and start here, then skip the second (awful and zero relevance to the rest of the series), and head straight for the third. You’ll thank me.

Molly J (Cover To Cover Cafe) (106 KP) rated To Wager Her Heart (Belle Meade Plantation, #3) in Books
Feb 27, 2019
I have been a fan of Tamera Alexander's ever since I read her book, Inheritance. She captivated me with that book and I would read anything of hers blindly! I was super excited to take part in being able to review this newest release, the third book in her Belle Meade Plantation series. Let me tell you what! I had so much fun reading this book. I loved the detail she incorporated into the story and the characters she created owned me while I read this book! It did not take me long to read it, I was that engrossed in it. I love historical novels set around during, beginning and end of the Civil War. Ms. Alexander created this particular story post- Civil War and really made me feel a part of the time period. I could picture the clothing perfectly as the characters wore them, and the scenery was vivid in my mind.
I adored Alexandra and Sylas' characters! Both were seeking a path in life that was their own and no one elses. Watching Alexander break away from her controlling father and seek a love that her heart wanted, was incredibly wonderful! Having dealt with a somewhat controlling mom a time or two, I could really feel my heart being tugged by Alexandra. The interactions between Sylas and Alexandra really popped in the story and I loved watching them together. I could see the sparks of interest literally fly off the pages!
This story of following your own heart, seeking the true path that God has laid out for oneself was really soul capturing for me. Each page turn brought something new to the book and I thoroughly enjoyed it all. This trip to the Belle Meade Plantation was definitely not my last! I can't wait to go back and grab a copy of the rest of the books in the series.
If you are looking for a fun, soul grabbing story rich in history (I loved learning about Fisk University!) and detail, and characters that come to life, then this book is definitely for you. Be warned! This 5 star novel will keep you so engrossed you will forfeit the rest of your adulting duties! Hats off to Ms. Alexander on an incredible new book! I can't wait to read another amazing novel by you! <a href="http://cafinatedreads.com/book-review-to-wager-her-heart-by-tamera-alexander/" target="_blank">This review was originally posted on Cafinated Reads</a>
I adored Alexandra and Sylas' characters! Both were seeking a path in life that was their own and no one elses. Watching Alexander break away from her controlling father and seek a love that her heart wanted, was incredibly wonderful! Having dealt with a somewhat controlling mom a time or two, I could really feel my heart being tugged by Alexandra. The interactions between Sylas and Alexandra really popped in the story and I loved watching them together. I could see the sparks of interest literally fly off the pages!
This story of following your own heart, seeking the true path that God has laid out for oneself was really soul capturing for me. Each page turn brought something new to the book and I thoroughly enjoyed it all. This trip to the Belle Meade Plantation was definitely not my last! I can't wait to go back and grab a copy of the rest of the books in the series.
If you are looking for a fun, soul grabbing story rich in history (I loved learning about Fisk University!) and detail, and characters that come to life, then this book is definitely for you. Be warned! This 5 star novel will keep you so engrossed you will forfeit the rest of your adulting duties! Hats off to Ms. Alexander on an incredible new book! I can't wait to read another amazing novel by you! <a href="http://cafinatedreads.com/book-review-to-wager-her-heart-by-tamera-alexander/" target="_blank">This review was originally posted on Cafinated Reads</a>

Kristy H (1252 KP) rated The Spite Game in Books
Mar 15, 2019
Creepy and readable but rather strange
Ava was terribly bullied in high school by three girls she idolized: Melissa, Cass, Saanvi. One particular incident so traumatized her that she cannot move on and years later, she finds herself unable to get past it. So she watches her former classmates--online and in real life--and she plots. If she can just find a way to get even, Ava thinks, then she can move on with her own life. But Ava's stalking threatens to overtake her life and perhaps her sanity. She finds herself in a police station, waiting to tell her story to a detective. What has Ava done?
"The bad thing inside of me took root there. Like mold, it grew in that hot moist place. You won't want to hear any of this. My story. I know that. But if you want me to confess, then you'll have to listen."
This one reminded me of a lesser version of Roz Nay's Our Little Secret, where so much of the tale is our main character telling her woes and recapping her life while in a police station. I didn't love Ava or hate her: I often felt sorry for her. Her inability to move past high school basically crippled her entire life, and her revenge mission is all she has.
This was a weird book. It switches in time frequently, going between whatever the present moment is and then Ava remembering moments in high school. I found the timeframe to be confusing at times. Ava's singular focus on her former classmates--and getting even--could be frustrating at moments, yet the book was also oddly compelling and somewhat addictive. It certainly did a good job at capturing the meanness of high school girls. What a terrible time that is.
"I was so naive, so ready to give those girls everything: my loyalty, my trust, my devoted friendship. I was ready to spill every secret I ever had, to follow them to the ends of the earth. I guess the last bit turned out to be true, in some ways."
It was a creepy read sometimes. I guessed the ending a bit early, but that didn't really make it any less enjoyable. Overall, I found this one a little odd and a little off-putting. It was a strange read, with a pointed focus on its main character (and her own mission). Still, it was rather readable.
I received a copy of this novel from the publisher and Netgalley in return for an unbiased review (thank you!).
"The bad thing inside of me took root there. Like mold, it grew in that hot moist place. You won't want to hear any of this. My story. I know that. But if you want me to confess, then you'll have to listen."
This one reminded me of a lesser version of Roz Nay's Our Little Secret, where so much of the tale is our main character telling her woes and recapping her life while in a police station. I didn't love Ava or hate her: I often felt sorry for her. Her inability to move past high school basically crippled her entire life, and her revenge mission is all she has.
This was a weird book. It switches in time frequently, going between whatever the present moment is and then Ava remembering moments in high school. I found the timeframe to be confusing at times. Ava's singular focus on her former classmates--and getting even--could be frustrating at moments, yet the book was also oddly compelling and somewhat addictive. It certainly did a good job at capturing the meanness of high school girls. What a terrible time that is.
"I was so naive, so ready to give those girls everything: my loyalty, my trust, my devoted friendship. I was ready to spill every secret I ever had, to follow them to the ends of the earth. I guess the last bit turned out to be true, in some ways."
It was a creepy read sometimes. I guessed the ending a bit early, but that didn't really make it any less enjoyable. Overall, I found this one a little odd and a little off-putting. It was a strange read, with a pointed focus on its main character (and her own mission). Still, it was rather readable.
I received a copy of this novel from the publisher and Netgalley in return for an unbiased review (thank you!).

Kaz (232 KP) rated The Knife of Never Letting Go (Chaos Walking #1) in Books
May 15, 2019
An intersting, gripping read
What the 'Blurb' says:
'Prentisstown isn’t like other towns. Everyone can hear everyone else’s thoughts in a constant, overwhelming Noise. There is no privacy. There are no secrets. Then Todd Hewitt unexpectedly stumbles on a spot of complete silence. Which is impossible. And now he’s going to have to run…'
My Thoughts:
I saw this being talked about on YouTube a few months ago and it seemed really interesting.
This is about a place called Prentisstown, where there are no women and all of the men living there, can hear each other's thoughts.
The story is told by Todd Hewitt, the main central character and, because we are hearing his thoughts and he is illiterate, a lot of the words in this book are incorrectly spelled. This actually annoyed me to begin with but as the book went on, I actually think that this was a good idea, because I really believed in Todd's character and I got into the story quicker. I loved the experimental style of the writing and different fonts, to describe different people's thoughts. You could tell a lot about each speaker, by the font of their thoughts. I really liked this technique and thought it was very effective. As the book went on, I thought some of the writing was very poetic and approached the target audience in a non patronizing way.
One thing I might add, would be that throughout the book, Todd kept asking people what was going on. He was repeatedly told 'I'll explain later'. Now I know this was to keep you reading on, but I felt like some of the important information that was given, could have been more frequently placed through out the novel, instead of having quite a lengthy explanation near the end of the book.
The majority of the characters were realistic and I liked the relationship between Todd and the other main central characters. However, I thought the character Aaron, was a little cartoonish.
This is a very fast paced story and I found it difficult to put this down.The plot itself wasn't predictable and I was eager to know what was going to happen.
The ending of this book for some reason, left me a little underwhelmed. I was expecting more of an impact. However, I'm still really eager to know what is going to happen in the next book.
My Rating ****
'Prentisstown isn’t like other towns. Everyone can hear everyone else’s thoughts in a constant, overwhelming Noise. There is no privacy. There are no secrets. Then Todd Hewitt unexpectedly stumbles on a spot of complete silence. Which is impossible. And now he’s going to have to run…'
My Thoughts:
I saw this being talked about on YouTube a few months ago and it seemed really interesting.
This is about a place called Prentisstown, where there are no women and all of the men living there, can hear each other's thoughts.
The story is told by Todd Hewitt, the main central character and, because we are hearing his thoughts and he is illiterate, a lot of the words in this book are incorrectly spelled. This actually annoyed me to begin with but as the book went on, I actually think that this was a good idea, because I really believed in Todd's character and I got into the story quicker. I loved the experimental style of the writing and different fonts, to describe different people's thoughts. You could tell a lot about each speaker, by the font of their thoughts. I really liked this technique and thought it was very effective. As the book went on, I thought some of the writing was very poetic and approached the target audience in a non patronizing way.
One thing I might add, would be that throughout the book, Todd kept asking people what was going on. He was repeatedly told 'I'll explain later'. Now I know this was to keep you reading on, but I felt like some of the important information that was given, could have been more frequently placed through out the novel, instead of having quite a lengthy explanation near the end of the book.
The majority of the characters were realistic and I liked the relationship between Todd and the other main central characters. However, I thought the character Aaron, was a little cartoonish.
This is a very fast paced story and I found it difficult to put this down.The plot itself wasn't predictable and I was eager to know what was going to happen.
The ending of this book for some reason, left me a little underwhelmed. I was expecting more of an impact. However, I'm still really eager to know what is going to happen in the next book.
My Rating ****

Kristy H (1252 KP) rated The Mother-in-Law in Books
May 21, 2019
Lucy was so excited to meet Diana, the mother of her boyfriend, Ollie. Lucy's mother died when she was a teen and she hoped for a good relationship with her hopeful mother-in-law. But Lucy and Diana don't get off to an easy start--Diana has a rigid set of views formed by her own life experiences. From simply co-existing to arguing about parenting to eventual fisticuffs, their relationship is volatile. Then, one night, Lucy and Ollie hear a knock on their door. The police arrive and tell them that Diana is dead in an apparent suicide. But as the investigation progresses, it looks as if there is more to the story. Everyone in the family has history with Diana; but did someone actually kill her?
"'Then I'm very sorry to inform you,' the policewoman starts, and I close my eyes because I already know what she is going to say. My mother-in-law is dead."
This was my first Sally Hepworth novel, and I have heard good things, so I was excited to read some of her work. I found it to be a fast read, with a set of engaging characters. The book alternates between Lucy and Diana's point of view, with much of the story being told in the past. I found the format to be very effective; it worked very well at drawing you into the story and keeping you guessing at what was going on. Many parts of the story were told twice, in some ways, as both women told their side of the story, yet it never felt repetitive.
The main characters in this one are Lucy and Diana, but we have strong appearances from Ollie, his sister Antoinette "Nettie, " and Tom, Diana's husband. I can see why people enjoy Hepworth's novels--I felt very much a part of the story, and I was certainly stumped along the way. Sometimes there was a little too much rumination about mother-in-laws and the meaning of families for my taste, but oh well. I was too eager to find out what had happened to Diana.
"More importantly, you don't choose your mother-in-law. The cackling mercenaries of fate determine it all."
Overall, I really enjoyed my first Hepworth book. It was a quick, engaging, and interesting read that kept my interest.
I received a copy of this novel from St. Martin's Press and Netgalley in return for an unbiased review (thank you!).
"'Then I'm very sorry to inform you,' the policewoman starts, and I close my eyes because I already know what she is going to say. My mother-in-law is dead."
This was my first Sally Hepworth novel, and I have heard good things, so I was excited to read some of her work. I found it to be a fast read, with a set of engaging characters. The book alternates between Lucy and Diana's point of view, with much of the story being told in the past. I found the format to be very effective; it worked very well at drawing you into the story and keeping you guessing at what was going on. Many parts of the story were told twice, in some ways, as both women told their side of the story, yet it never felt repetitive.
The main characters in this one are Lucy and Diana, but we have strong appearances from Ollie, his sister Antoinette "Nettie, " and Tom, Diana's husband. I can see why people enjoy Hepworth's novels--I felt very much a part of the story, and I was certainly stumped along the way. Sometimes there was a little too much rumination about mother-in-laws and the meaning of families for my taste, but oh well. I was too eager to find out what had happened to Diana.
"More importantly, you don't choose your mother-in-law. The cackling mercenaries of fate determine it all."
Overall, I really enjoyed my first Hepworth book. It was a quick, engaging, and interesting read that kept my interest.
I received a copy of this novel from St. Martin's Press and Netgalley in return for an unbiased review (thank you!).

Brumpolarbears (22 KP) rated The Old Hellfire Club in Tabletop Games
Jun 18, 2019
UK Games Expo 2018 was every boardgame fan’s dream. From party games and family favourites to elaborate miniatures and fantasy RPGs. The credit card certainly took a bashing that weekend, but there was one game which we weren’t able to purchase (due to it not actually being out), yet it left a rather lasting impression.
In The Old Hellfire Club two to six players take on the roles of the destitute final members of an ancient aristocratic secret society as they recount the tales of their greatest adventures to the patrons of the shadiest public houses of Old London Town. Drawing on the cards in their hands for inspiration, players weave an ever more elaborate (although far from honest) tale of daring and adventure in the hope that the drinking den’s patrons will offer them a penny for their woes. As competition for the pennies on offer increases, so too do the exaggerations and outright lies players tell about their role in the story in the hope of making themselves seem more deserving. At any time, a player can challenge anothers versions of the story by playing a less impressive card from their own hand, thereby revealing the exaggeration and taking the rewards for the story. When the tale reaches its climax, whoever has been given the most pennies wins the game.
You can win pennies by getting away with telling extravagant lies about the adventures you had (by playing
high value Boast Cards without being successfully challenged by other players), through the charity of
strangers (by meeting the conditions set out on certain Patron Cards), and by satisfying the predilections of
the mysterious benefactors lurking in the audience (by successfully playing the most cards from a particular
suit over the course of the game).
While there’s still some time until you can physically purchase The Old Hellfire Club, which launches on Kickstarter on 9 April 2019, the developers have launched a free….yes free….print and play version of the game, meaning you can print your own copies of the cards and play with friends.
You can download a copy of the file by visiting The Old Hellfire Club’s profile on Boardgame Geek. I cannot rate this game highly enough. While I was sceptical at first because, in all honesty, I’m not that great at creating stories on the spot, especially those set in Victorian England, The Old Hellfire Club was incredibly quick to pick up. During the preview at UK Games Expo there were quite a few laughs, particularly when I joined Karl Marx for a gin or two. Who knows where future tales may lead.
In The Old Hellfire Club two to six players take on the roles of the destitute final members of an ancient aristocratic secret society as they recount the tales of their greatest adventures to the patrons of the shadiest public houses of Old London Town. Drawing on the cards in their hands for inspiration, players weave an ever more elaborate (although far from honest) tale of daring and adventure in the hope that the drinking den’s patrons will offer them a penny for their woes. As competition for the pennies on offer increases, so too do the exaggerations and outright lies players tell about their role in the story in the hope of making themselves seem more deserving. At any time, a player can challenge anothers versions of the story by playing a less impressive card from their own hand, thereby revealing the exaggeration and taking the rewards for the story. When the tale reaches its climax, whoever has been given the most pennies wins the game.
You can win pennies by getting away with telling extravagant lies about the adventures you had (by playing
high value Boast Cards without being successfully challenged by other players), through the charity of
strangers (by meeting the conditions set out on certain Patron Cards), and by satisfying the predilections of
the mysterious benefactors lurking in the audience (by successfully playing the most cards from a particular
suit over the course of the game).
While there’s still some time until you can physically purchase The Old Hellfire Club, which launches on Kickstarter on 9 April 2019, the developers have launched a free….yes free….print and play version of the game, meaning you can print your own copies of the cards and play with friends.
You can download a copy of the file by visiting The Old Hellfire Club’s profile on Boardgame Geek. I cannot rate this game highly enough. While I was sceptical at first because, in all honesty, I’m not that great at creating stories on the spot, especially those set in Victorian England, The Old Hellfire Club was incredibly quick to pick up. During the preview at UK Games Expo there were quite a few laughs, particularly when I joined Karl Marx for a gin or two. Who knows where future tales may lead.